This thread continues what was started in User Help, here: http://vegastrike.sourceforge.net/forum ... =1&t=13242
Based on previous discussions of adding radio squelch to the ship-to-ship voice communications, here is an updated set of Oswald voice lines (intro, commo, targeting, and navigation) with radio squelch added. I also included a file TONE_25-30.OGG which is a sample of "engine background noise" (it is simply mixed 25 and 30 Hz tones), though I have it at a higher volume than I would use if mixing it with voice lines, so you can hear it better.
http://www.willadsenfamily.org/us/don/t ... _noise.zip
So, please provide feedback on whether the squelch is value-added, and also whether the engine noise sounds like it is worth adding as backdrop to all the voice lines. Once I have feedback on the squelch and engine sound effects, I will record the last portion of the voice lines (FTL travel and fighting) and add the same sound effects to those.
Turbo
Oswald voice acting (continued from User Help)
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Oswald voice acting (continued from User Help)
Turbo
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
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Re: Oswald voice acting (continued from User Help)
Nice try. I find both noises somewhat disturbing. The initial and final zishhhhh is kinda detached from the rest of the voice and feels out-of-place, while the engine noise sounds a bit too 80's-sound-chip-square-wavish and disturbing to me. I'd prefer to contibue without both sounds.
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Re: Oswald voice acting (continued from User Help)
OK. The background noise on a starship would be a combination of sounds: coolant pumps humming and capacitors whining and valves clicking and more. So the sample sound I made is probably too simple to be convincing. But I think the extra noise is not necessary, for the following reasons.
Even the cheapest starship's computer should filter out "routine" noise, like this:
http://www.thetravelinsider.info/roadwa ... sindex.htm
so you the pilot only hears "important" sounds like weapons fire, shield and hull hits, intership comms, and alarms, and "elective" sounds like the music.
Likewise, modern radios are smart enough to auto-adjust the squelch. That is, if there's no one talking at an acceptable signal strength, it filters out the background static of the cosmos. Where there is a transmission coming through, some radios get a tiny bit of squelch/static at the start and end of the transmission. But a future radio should not have any unnecessary sounds, except for intentional feedback if desired.
We can always mix in background sounds in later if we need to. So, I'm off to finish the recordings.
Turbo
Even the cheapest starship's computer should filter out "routine" noise, like this:
http://www.thetravelinsider.info/roadwa ... sindex.htm
so you the pilot only hears "important" sounds like weapons fire, shield and hull hits, intership comms, and alarms, and "elective" sounds like the music.
Likewise, modern radios are smart enough to auto-adjust the squelch. That is, if there's no one talking at an acceptable signal strength, it filters out the background static of the cosmos. Where there is a transmission coming through, some radios get a tiny bit of squelch/static at the start and end of the transmission. But a future radio should not have any unnecessary sounds, except for intentional feedback if desired.
We can always mix in background sounds in later if we need to. So, I'm off to finish the recordings.
Turbo
Turbo
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
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Re: Oswald voice acting (continued from User Help)
Done! I spent some time cleaning up the old recordings too, so here is the full package. I took down the old files from the site too since they're obsolete.
http://www.willadsenfamily.org/us/don/t ... _voice.zip
It's nice to be doing voice acting and working with sound again. If the team wants or needs any more, start a thread in this forum and I'll work on it. How about some alien language, overlaid with Microsoft Narrator playing the voice of the translator? Or do you need voices for Jenek and Luviccio?
Turbo
http://www.willadsenfamily.org/us/don/t ... _voice.zip
It's nice to be doing voice acting and working with sound again. If the team wants or needs any more, start a thread in this forum and I'll work on it. How about some alien language, overlaid with Microsoft Narrator playing the voice of the translator? Or do you need voices for Jenek and Luviccio?
Turbo
Turbo
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
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Re: Oswald voice acting (continued from User Help)
Excellent voice acting!
I will start integration today and hopefully by tomorrow we'll have the full tutorial with speech. You are part of VS making history!
Meanwhile if you want to continue, you could have a look on the normal communications which would certainly be great with voice support.
I will start integration today and hopefully by tomorrow we'll have the full tutorial with speech. You are part of VS making history!
Meanwhile if you want to continue, you could have a look on the normal communications which would certainly be great with voice support.
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Re: Oswald voice acting (continued from User Help)
Good deal. I'll start new threads for each set of voices, when the time comes.
This is as much fun for me as modeling, with the difference that the Artwork and Content forum is full of modelers. Thus, I encourage everyone to give voice acting a try. I wrote a tutorial some years ago, and recently updated it, that will get you started: http://www.willadsenfamily.org/us/don/t ... torial.htm
This is as much fun for me as modeling, with the difference that the Artwork and Content forum is full of modelers. Thus, I encourage everyone to give voice acting a try. I wrote a tutorial some years ago, and recently updated it, that will get you started: http://www.willadsenfamily.org/us/don/t ... torial.htm
Turbo
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
There are two speeds in combat: stopped, and as fast as you can go. Unless you run into something, going fast keeps you alive more often than stopping.
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Re: Oswald voice acting (continued from User Help)
I've promised too much. RL is taking hand and I didn't make it to integrate the speech yet.
In the next couple of days I'll be on a trip without access to VS. The integration must wait until next week.
In the next couple of days I'll be on a trip without access to VS. The integration must wait until next week.
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Re: Oswald voice acting (continued from User Help)
Finally, I have committed the remaining voices. Though one problem remains with the speech disappearing when flying with speed or turning away from the point of origin where the player's ship was when the sound started. I couldn't solve it python-wise, so my next try will be code-wise.
Once again, congratulations for this pioneer contribution! You have been listed on the Wiki Project page as Voice Artist.
Once again, congratulations for this pioneer contribution! You have been listed on the Wiki Project page as Voice Artist.